Sorry guys, I haven't been active here due to the lack of interaction before.
All my progress updates are on Twitter and my FB page now. I gotta update my post here as well, and I have a lot; the game is already 4 stages long and we have a second ship.
waiwainl wrote:Just spotted your latest video of the game:
https://www.youtube.com/watch?v=pMLWOcvCJSY
I must say, it looks really promising. Is the music I hear also in the game?
The cutscenes are really good.
Can't wait to try it out!
@waiwainl, Thanks! glad you like them.
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BulletMagnet wrote:Don't know if the creator checks this thread or not, but a few thoughts after trying the demo:
- I generally like the presentation, but overall visibility could use another pass, as I found myself losing track of both enemies/shots and powerup items in the busy background on several occasions...also, there's at least one spot where the foreground obscures absolutely everything, a big no-no unless it occurs when there aren't any threats onscreen.
- On a related note, the warning signs for enemies approaching from odd directions seem uneven; sometimes they'd appear, other times I'd be blindsided.
- Rotating the firing direction of the pods, at least using the triggers on a 360 controller as I did, feels a little finicky; I'd suggest control options which allow players to shift them between a couple of different "pre-set" formations, a la Battle Garegga, or at least a "reset" button to instantly reposition them firing straight ahead.
- Is any additional information floating around as to exactly how the scoring system works? I'm most interested offhand in the "risk" items and "risk points"...
Some promising elements, but I'd honestly need to know more about how the thing works and what additional content is available before judging much further.
@BulletMagnet, thanks for the feedback. We are already working on those issues and some of them are eliminated in the demo 1.0.1
As for the controls, there are 3 presets in the options for gamepads: LT/RT, right stick (like a twinshooter), or X/Y for arcade stick users. Button mapping is planned for the full game.
As for the scoring, you use the shield for the first ship, either by hitting enemies with it( risky), or releasing it (then you'll lose protection). The higher the combo, the more score you get.
As for the 2nd ship, it uses a charging shot to score more points, but it's limited by a cool down.
However, this doesn't work with bosses.
Risk Points are just the in-game currency.
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M.Knight wrote:If you have a twitter account, you can contact the devs here :
https://twitter.com/ShinuGames
They are quite active there at the moment so they answered pretty quickly when I sent them some feedback. I agree with all of your points so they are aware of some the issues you have described. I don't know when you picked up the demo but there is an updated version of it now (Demo 1.0.1). Maybe it fixes some of the issues ? I haven't tried it myself yet.
Scoring-wise, I don't think it is related to the stars and the risk points. Those are tracked seperately from the score in the HUD, and seemed to be used as an in-game currency to unlock stuff in the future full version. However, sacrificing your shield to launch a huge beam forward can generate lots of red jewels.
@M.Knight, thanks for the feedback and forwarding the message to my twitter, really appreciate it.